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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | | | |
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Chickenlump Level: 41 Posts: 661/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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I mailed you an IPS patch of it. I wonder if it would be possible to hack that command to have it write a random number to anywhere in memory, and not restricted to 7F0200 and up? There seemed to be plenty of random looking numbers being generated beneath that address, but the compare values are also limited in their reach. Heh...surprise the player with random stats... "surprise, you start back at level 1 with 10 HP.." ..wait... now I know why the limits are there.. |
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Geiger Buster Beetle Level: 34 Posts: 401/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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Apparently, I have never looked at Command 19 in depth before. It has nothing whatsoever to do with random number generation. It would seem that it is a "Load Result" command. The offset is where the result is loaded from. From looking at the original Millenium Fair, it looks like the random number generator is Unknown Command 7F. The offset there is where the random number is stored to. Here is a fixed version of the code you sent me Chicken.
The random number is generated at 01EA. The number is downshifted by 6 (divided by 0x40) at 01EC. This limits it to four choices. It is then loaded into the Result variable at 01EF. This is how the game generally does random number stuff. If you wanted to do the same style of comparison that you were previously, you could drop line 01EC and 01EF and just compare directly to 7F020E. Your prior "random" number is coming from some unknown code. You are loading it into the result variable in Object 00. ---T.Geiger (edited by Geiger on 07-23-05 04:42 PM) (edited by Geiger on 07-23-05 04:43 PM) |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 148/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Problem fixed. Apparently, {1CD} is unfit for use; rewriting an actually used CT room has fixed the errors. | |||
Chickenlump Level: 41 Posts: 664/722 EXP: 474192 For next: 5953 Since: 03-15-04 From: Columbia City Indiana Since last post: 3 hours Last activity: 4 min. |
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Hey Zeality! *nudge nudge* Your problem with the text, Bandeau's scene, can be fixed by changing your StringIndex to F84650. Your only problem was an incorrect StringIndex, nothing more. |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 150/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Thanks. I accidentally saved that with the beta and 1.7 back and forth, which apparently messed it up. I shouldn't have done that, but I kinda forgot which editor I had open. | |||
Geiger Buster Beetle Level: 34 Posts: 402/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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For the record, I will not be providing any more fixes for the 1.xx versions. I have been away from the codebases for three months. I will not have time to re-familiarize myself with both of them once I resume coding. Downside, no more fixes. Upside, quicker turnaround on v2.00. After 2.00 is released, and any major catastrophes are handled, I will be putting Flux to bed for awhile as I have another major project to work on. I do not wish to speak on it at this time except to say some of you will be happy, some of you will be appalled, but most of you will merely say "meh" before you continue munching on your tacos. Its big to me, but not much of a change to most of you. ---T.Geiger |
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Lenophis Super Koopa Level: 44 Posts: 632/830 EXP: 584360 For next: 26925 Since: 03-15-04 From: Duluth, MN Since last post: 4 hours Last activity: 3 hours |
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Originally posted by Geiger May I recommend you release some source so future problems that are found can be nailed and fixed then?
And most of us won't care until whatever it is you are working on is out.
I hate tacos...
=\ Whatever that means, but I won't lose any sleep over it... |
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Geiger Buster Beetle Level: 34 Posts: 403/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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May I recommend you release some source so future problems that are found can be nailed and fixed then? You may, but the answer is no. I hate tacos... I did say "most". Its possible you may be in one of the other two groups. Or possibly an unmentioned fourth group. For instance, any zombies in the audience probably do not have any strong feelings about much of anything except their hunger for brains. And being primarily brain-munchers, it is unlikely they would be feeding on tacos. ---T.Geiger |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 156/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Hm...nothing comes to mind at the moment. I suppose I'll ask if the Expand ROM feature will be rendered somewhat functional. My understanding of it is still stunted, but I think it provides a whole new list of addresses and pointers for new maps, locations, strings, etc. to go in. And, if that's correct, IIRC the implementation part is just having Temporal Flux recognize or take advantage of the new space. That's my only question; otherwise, Chrono Trigger rom hacking should be sufficiently abilitated. I probably won't get into heavy graphical editing, but other people can handle that well enough. |
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Geiger Buster Beetle Level: 34 Posts: 404/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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v2.00 will support 48 Mbit expanded ROMs. ---T.Geiger |
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Conker the Great Newcomer Level: 5 Posts: 5/8 EXP: 292 For next: 237 Since: 05-19-05 Since last post: 3 days Last activity: 2 days |
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I'm sorry if this has been asked, but will TF2.0 be able to edit items? Not just the names, the characteristics. Also, I've only been editing text, and I've noticed a few bugs. During battle the screen flashes black randomly, and characters that trail you in your party seem to be lagging behind. I'm not expecting a fix for it right now, just informing. (edited by Conker the Great on 08-11-05 01:41 PM) |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 158/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Chrono Trigger Editor Companion can edit item attributes and a bunch of other stuff like that. BlitzKrieg made it, but took it off his site after a big whinefest over something or other on a thread here. It is preserved at http://www.chronocompendium.com/Term/Modification . Specifically, the link to download is here (RAR). | |||
Geiger Buster Beetle Level: 34 Posts: 406/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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I am focusing on things nothing else can edit. Item editing is not scheduled for v2.00. ---T.Geiger |
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xZeaLitYx Cheep-cheep Level: 23 Posts: 159/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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I've encountered a problem. For some reason, the Overworld music transistions have severely glitched; walking around triggers Peaceful Days and Memories of Green as if the music transition were tiled as a checkerboard. If you know an easy fix to totally erase music transition tiling so that I may retile it, it'd be helpful, but I can reapply some changes if it isn't possible. I've tested every other edit to the rom, and the problem is localized just to music transition. Here is the data: Value cannot be null. Parameter name: brush. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentNullException: Value cannot be null. Parameter name: brush at System.Drawing.Graphics.FillRectangle(Brush brush, Int32 x, Int32 y, Int32 width, Int32 height) at Temporal_Flux.cTileMap.DrawMusicTransition() at Temporal_Flux.cTileMap.RestoreMap() at Temporal_Flux.MapForm.OnMapMouseMove(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseMove(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll ---------------------------------------- Temporal Flux Assembly Version: 2.0.1952.19539 Win32 Version: 2.0.1952.19539 CodeBase: file:///C:/UNZIPPED/ZSNS953A/CE/TEMPORAL%20FLUX%20ARCHIVE/TEMPORAL%20FLUX.EXE ---------------------------------------- System.Windows.Forms Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll ---------------------------------------- System Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll ---------------------------------------- PSVRender Assembly Version: 1.50.1916.18588 Win32 Version: 1.50.1916.18588 CodeBase: file:///C:/UNZIPPED/ZSNS953A/CE/TEMPORAL%20FLUX%20ARCHIVE/PSVRender.DLL ---------------------------------------- MagicLocalLibrary Assembly Version: 1.7.4.0 Win32 Version: 1.7.4.0 CodeBase: file:///C:/UNZIPPED/ZSNS953A/CE/TEMPORAL%20FLUX%20ARCHIVE/MagicLocalLibrary.DLL ---------------------------------------- System.Drawing Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll ---------------------------------------- System.Data Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.data/1.0.5000.0__b77a5c561934e089/system.data.dll ---------------------------------------- System.Xml Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just in time (JIT) debugging, the config file for this application or machine (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the machine rather than being handled by this dialog. (edited by xZeaLitYx on 08-11-05 05:55 PM) |
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JLukas Red Paragoomba Level: 13 Posts: 43/51 EXP: 8897 For next: 1370 Since: 03-15-04 From: USA Since last post: 9 hours Last activity: 6 hours |
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Set the music transition to 0 to paste "blank" tiles. If you hold left-click and drag the mouse you can flood fill an entire area. | |||
xZeaLitYx Cheep-cheep Level: 23 Posts: 160/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Well, my checkerboard observation was mostly from field testing. That error box in my last post won't terminate after repeated continue attempts, though I suppose it should eventually. Selecting music transition causes it immediately, before Temporal Flux draws the translucent music transition layers or editing is possible. Edit: I'm going to try and use that full spread to paste Music transition 4 completely over 1000 A.D. in an unmodified, unheadered CT rom, and make a patch of that and apply it to the CE rom. Hopefully, that'll remedy the situation. (edited by xZeaLitYx on 08-11-05 10:33 PM) |
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Conker the Great Newcomer Level: 5 Posts: 6/8 EXP: 292 For next: 237 Since: 05-19-05 Since last post: 3 days Last activity: 2 days |
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Huh, that item editor doesn't seem to save any changes or allow me to...well onto the next thing I'd like to screw around with, are there any sprite editors in existance for CT? | |||
xZeaLitYx Cheep-cheep Level: 23 Posts: 163/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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Just noting that I went back and redid it. I still have no idea how the problem arose; sorry. It's amazing how easy scene editing comes to you after a few scenes. Now, the biggest time sapper for me when editing with Temporal Flux is simply making some changes, loading it up in ZSNES, making more changes (aligning coordinates exactly, changing up an NPC route), loading it up in ZSNES, etc. until you have a finely tuned work of art. I'm sure when I move on to Gates and such, however, it'll be like learning the simple stuff all over again. |
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vargose Newcomer Level: 1 Posts: 1/1 EXP: 8 For next: 3 Since: 08-16-05 Since last post: 77 days Last activity: 77 days |
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Hey Geiger, What gives, what happened to your site. I have been playing arround with a previous version of temporal flux for a while now. Its been a whole lot of fun. I was just wondering if you disappeared or something. Vargose |
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Geiger Buster Beetle Level: 34 Posts: 408/460 EXP: 241080 For next: 12571 Since: 03-15-04 From: Indianapolis, IN, USA Since last post: 6 hours Last activity: 6 hours |
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What gives, what happened to your site. I lost my job. But through the grace of God, I have recently regained employment. My site will return once I have a suitable replacement computer (as my old server died during the interim). If you ever wanted to make a Donation, now would be a good time. ---T.Geiger |
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Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | | | |